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VET Innovation through Immersive VR technology

Funder: European CommissionProject code: 2020-1-DK01-KA226-VET-094221
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Partnerships for Digital Education Readiness Funder Contribution: 170,530 EUR

VET Innovation through Immersive VR technology

Description

TeachinVR is a project about VET innovation through Immersive Virtual Reality Technology, aiming to address the challenges posted by the COVID-19 pandemic which have severely disrupted the education sectors worldwide by banning -almost completely- face to face training or posing limitations and restrictions in its delivery. Although attempts are being made to transfer the teaching / learning process onto digital platforms these have failed to recreate an interactive, engaging, efficient and productive learning environment and sustain a viable learning process. The project aims to address the above challenges by assisting all members of the Vocational Education & Training Community to acquire digital competencies and enhance the digital education readiness of the sector in light of recent developments by employing Virtual Reality technology. The project addresses primarily VET teachers / instructors / providers and secondarily VET learners. The project delivers an innovative, immersive, VR training / learning methodology, a comprehensive manual for the design, implementation, evaluation of VR training / learning in the VET sector and beyond, a complete immersive VR course as the practical demonstration and application of the methodology & manual, and a short roadmap for using VR in teaching / learning presented as a Guide. It is expected that a total of 50 members of the target groups will be directly involved in the production and delivery of IOs, while an additional 130-150 will be addressed through the multiplier events. Participants are expected to gain awareness and familiarity with the developing VR technology, acquire knowledge regarding its use and applicability, gain the digital skills required to design, produce, deliver and implement the VR teaching / learning experience, and enhance the overall digital education readiness of the sector by offering new outlets, concrete paths, and the know-how for people to make use of them. The project is expected to create a cascade impact effect by encouraging participants involved in it to share their experience, to discuss their insights, and date to explore the options offered by VR for their own VET learning / teaching activities. The partnership foresees longer term benefits beyond the immediate VET beneficiaries, and would like to particularly highlight the use of the project deliverables for disadvantaged groups such as people facing physical disabilities and mobility challenges, residents of remote areas, incarcerated populations, and similar groups that can benefit substantially from the VR methodology, manual, course and guide in order to address their teaching /learning needs.

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